#include "ModelsGenerator.hpp" #include "assets/Assets.hpp" #include "assets/assets_util.hpp" #include "items/ItemDef.hpp" #include "voxels/Block.hpp" #include "content/Content.hpp" #include "debug/Logger.hpp" static debug::Logger logger("models-generator"); static void configure_textures( model::Model& model, const Block& blockDef, const Assets& assets ) { for (auto& mesh : model.meshes) { auto& texture = mesh.texture; if (texture.empty() || texture.at(0) != '$') { continue; } try { int index = std::stoi(texture.substr(1)); texture = "blocks:"+blockDef.textureFaces.at(index); } catch (const std::invalid_argument& err) { } catch (const std::runtime_error& err) { logger.error() << err.what(); } } } static model::Model create_flat_model( const std::string& texture, const Assets& assets ) { auto model = assets.require("drop-item"); for (auto& mesh : model.meshes) { if (mesh.texture == "$0") { mesh.texture = texture; } } return model; } static inline UVRegion get_region_for( const std::string& texture, const Assets& assets ) { auto texreg = util::get_texture_region(assets, "blocks:" + texture, ""); return texreg.region; } model::Model ModelsGenerator::fromCustom( const Assets& assets, const std::vector& modelBoxes, const std::vector& modelTextures, const std::vector& points, bool lighting ) { auto model = model::Model(); for (size_t i = 0; i < modelBoxes.size(); i++) { auto& mesh = model.addMesh("blocks:" + modelTextures[i * 6]); mesh.lighting = lighting; const UVRegion boxtexfaces[6] = { get_region_for(modelTextures[i * 6 + 5], assets), get_region_for(modelTextures[i * 6 + 4], assets), get_region_for(modelTextures[i * 6 + 3], assets), get_region_for(modelTextures[i * 6 + 2], assets), get_region_for(modelTextures[i * 6 + 1], assets), get_region_for(modelTextures[i * 6 + 0], assets) }; mesh.addBox( modelBoxes[i].center(), modelBoxes[i].size() * 0.5f, boxtexfaces ); } glm::vec3 norm {0, 1, 0}; for (size_t i = 0; i < points.size() / 4; i++) { auto texture = modelTextures[modelBoxes.size() * 6 + i]; auto& mesh = model.addMesh(texture); mesh.lighting = lighting; auto reg = get_region_for(texture, assets); mesh.vertices.push_back( {points[i * 4 + 0], glm::vec2(reg.u1, reg.v1), norm} ); mesh.vertices.push_back( {points[i * 4 + 1], glm::vec2(reg.u2, reg.v1), norm} ); mesh.vertices.push_back( {points[i * 4 + 2], glm::vec2(reg.u2, reg.v2), norm} ); mesh.vertices.push_back( {points[i * 4 + 0], glm::vec2(reg.u1, reg.v1), norm} ); mesh.vertices.push_back( {points[i * 4 + 2], glm::vec2(reg.u2, reg.v2), norm} ); mesh.vertices.push_back( {points[i * 4 + 3], glm::vec2(reg.u1, reg.v2), norm} ); } return model; } model::Model ModelsGenerator::generate( const ItemDef& def, const Content& content, const Assets& assets ) { if (def.iconType == ItemIconType::BLOCK) { auto model = assets.require("block"); const auto& blockDef = content.blocks.require(def.icon); if (blockDef.model == BlockModel::xsprite) { return create_flat_model( "blocks:" + blockDef.textureFaces.at(0), assets ); } else if (blockDef.model == BlockModel::custom) { model = assets.require(blockDef.modelName); for (auto& mesh : model.meshes) { mesh.scale(glm::vec3(0.2f)); } return model; } for (auto& mesh : model.meshes) { mesh.lighting = !blockDef.shadeless; switch (blockDef.model) { case BlockModel::aabb: { glm::vec3 size = blockDef.hitboxes.at(0).size(); float m = glm::max(size.x, glm::max(size.y, size.z)); m = glm::min(1.0f, m); mesh.scale(size / m); break; } default: break; } mesh.scale(glm::vec3(0.2f)); } configure_textures(model, blockDef, assets); return model; } else if (def.iconType == ItemIconType::SPRITE) { return create_flat_model(def.icon, assets); } else { return model::Model(); } } model::Model ModelsGenerator::loadCustomBlockModel( const dv::value& primitives, const Assets& assets, bool lighting ) { std::vector modelBoxes; std::vector modelTextures; std::vector modelExtraPoints; if (primitives.has("aabbs")) { const auto& modelboxes = primitives["aabbs"]; for (uint i = 0; i < modelboxes.size(); i++) { // Parse aabb const auto& boxarr = modelboxes[i]; AABB modelbox; modelbox.a = glm::vec3( boxarr[0].asNumber(), boxarr[1].asNumber(), boxarr[2].asNumber() ); modelbox.b = glm::vec3( boxarr[3].asNumber(), boxarr[4].asNumber(), boxarr[5].asNumber() ); modelbox.b += modelbox.a; modelBoxes.push_back(modelbox); if (boxarr.size() == 7) { for (uint j = 6; j < 12; j++) { modelTextures.emplace_back(boxarr[6].asString()); } } else if (boxarr.size() == 12) { for (uint j = 6; j < 12; j++) { modelTextures.emplace_back(boxarr[j].asString()); } } else { for (uint j = 6; j < 12; j++) { modelTextures.emplace_back("notfound"); } } } } if (primitives.has("tetragons")) { const auto& modeltetragons = primitives["tetragons"]; for (uint i = 0; i < modeltetragons.size(); i++) { // Parse tetragon to points const auto& tgonobj = modeltetragons[i]; glm::vec3 p1( tgonobj[0].asNumber(), tgonobj[1].asNumber(), tgonobj[2].asNumber() ); glm::vec3 xw( tgonobj[3].asNumber(), tgonobj[4].asNumber(), tgonobj[5].asNumber() ); glm::vec3 yh( tgonobj[6].asNumber(), tgonobj[7].asNumber(), tgonobj[8].asNumber() ); modelExtraPoints.push_back(p1); modelExtraPoints.push_back(p1 + xw); modelExtraPoints.push_back(p1 + xw + yh); modelExtraPoints.push_back(p1 + yh); modelTextures.emplace_back(tgonobj[9].asString()); } } return fromCustom( assets, modelBoxes, modelTextures, modelExtraPoints, lighting ); }